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Once I recieved a tourism contract that required to build a space hotel capable of holding up to 50 kerbals... 50 KAAAARL!
I started to try various superb station parts pack, but was not satisfied by any of them, as none contained parts that were capable of holding at least 25 kerbals in one part. And also none looked like "hotel" (of course, these are space station parts ).
The only mod that looked close to what I wanted was "struggling to survive" Civilian Population. And eventhough Civilian Population is cool I personally wanted to have it's parts with stock only functionality. That's how I created Orbital Structures.
Contains Apartments, Administration Deck, Science Deck, Biosphere Gardens and some structural Elements.
Things to note:
Assets
Taken from original CivilianPopulation
Fixed texture references in every model files
Some textures were missing just duplicated from existing ones
Parts
Structural parts taken from latest CivilianPopulation
Configs
Following parts have internals commented out
ApartmentsSmall.cfg
ApartmentsLarge.cfg
ApartmentsMedium.cfg
TODO
convert all textures to dds
modify mu files to use dds
MM patches
Taken from latest CivilianPopulation
All credits go to:
A collective work of...
@Pamynx that can be found here.
@trafalgar that can be found here.
@michaelhester07 that can be found here.
@rabidninjawombat that can be found here.
@GGumby that can be found here.
License:
CC BY-NC 4.0
Download:

I would really like to build a colony, but I am not sure how to build it or how to put it in place. I would like to put it somewhere pretty like Jool, which has many moons to expand on and has Laythe which would be a prime place to put a colony, since it is likely that Kerbals could evolve to live on Laythe. I am not sure if I should bring up my colony parts one by one, or just build a colony ship. How do I get a Jool transfer? Is there anywhere better than Jool to place a colony? Why does SpellCheck want to correct Jool to Joel ?
If anyone with more experience with planetary bases and self-sustaining operations could help, I would appreciate it very much.

Previously, on “The 100”, you flew 100 colonists to Laythe to establish a bright and explorative future for all of Kerbal Kind. With the first outpost established, you will be able to explore the outer planets much easier, starting with Jools various moons.
Buzz Kerbal, one of the colonists transported to the colony, had been given a special mission to build a small VAB facility on Laythe. He couldn’t build a very big one yet, but he has managed to gather enough resources to fabricate a few basic parts for you to use.
Valentina and Bill are on site to aid Buzz in gathering materials for his work. Jebediah couldn’t make it because he, well, retired early. In this mission, Valentina will be your lead role.
The 100 - episode 1: https://drive.google.com/open?id=1iwg7XpY638dL1C1b_Bi3blRu13yXSSsY
The 100 - episode 2_ Buzz's Biz: https://drive.google.com/open?id=1gI4tANbX5Utv-4_QFkK06C_jpuD_V8mJ
No mods required, EVER... and only bug tested without them.
To install as mission packs, place only the zip files in your Missions folder. Then Open the game and Play Missions. They will be imported and grouped as a mission pack under the same category heading.

Welcome to the release thread for the Deep Space Surface Habitat Unit!
DSSHU Update 1.4 is now available for download!
This was inspired by NASA's ground-based Deep Space Habitat Demonstration Unit.
This pack consists of 3 deployable ground-based habitat units. All units have optional compatibility with Kerbal Inventory System, Tweakscale, Connected Living Space and your choice of life support mods; USI Life Support, TACLS or Snacks!
Individual habitat features:
Habitat Unit 1:
5m expanding habitat
Science laboratory
Functioning airlock
Side docking tube compatible with size 1 stock docking ports
WITH SNACKS:
Stores soil and snacks
WITH USI LIFE SUPPORTS:
Provides habitat function
WITH TACLS:
Contains standard array of life support resources
Habitat Unit 2:
5m expanding facility
Expanding solar array
Multi-mission RTG with radiators
Telescopic expanding radio tower
Side docking tube
Functioning door
WITH SNACKS:
Stores soil and snacks
WITH USI LIFE SUPPORT:
Contains life support recycler and fertilizer / ore resource converter.
WITH TACLS:
Contains standard array of life support resources
Habitat Unit 3:
5m expanding facility
Functioning greenhouse
Storage tanks
Side docking tube
Functioning door
WITH SNACKS:
Produces snacks
Stores soil and snacks
WITH USI LIFE SUPPORT:
Agroponics facility with mulch, supplies, fertilizer and storage
WITH TACLS:
Mimics SETI Greenhouse
Provides "nutrients" which handle resource management
There are no dependencies for this mod, but if you choose to use any of the included optional compatibility configurations, you will need to also install module manager.
There are no wheels on the bottoms of these units, so connecting them may end up being your least favorite part of these habitats. They have plenty of collision meshes, so you should have no problem using something like Konstruction with a forklift and shimmying the buildings into place. Alternatively, you may use something like VesselMover and simply position the building into place and it will dock accordingly.
Please do not keep anything attached to the upper or lower nodes when you "Deploy" it. It will explode. I have not added plugin compatibility for moving a connected node while animated.
Installation:
Extract the contents of the GameData folder into your Kerbal GameData directory. Structure should then read GameData\DSSHU
Optional compatibility patches:
Extract the desired patches from the "Optional Patches" folder into your GameData\DSSHU folder.
IMPORTANT: Only choose ONE life support mod patch if you choose any. Multiple will likely cause unwanted and problematic results.
CHANGELOG:
Update 1.4
Re-compile for 1.4
New part: 4-way hub/connector USI Life Support Changes:
Unit 2 is now the habitat unit
Unit 1 is now the recycler
Revision 1.1
-Updated optional config patches to use NEEDS: syntax (they will now detect installed mods and apply config files as necessary)
-Fixed Connected Living Space settings (buildings should now be passable)
-Added soil / snacks storage to HDU1 when using Snacks!
Download
SPECIAL THANKS TO @CobaltWolf and all the other mod devs and thank you for visiting!!!
Deep Space Surface Habitat Unit Pack is license CC-BY-4.0
https://creativecommons.org/licenses/by/4.0/

Laythe has air and water. We believe it's about time it had life too. You've been tasked with the momentous mission to put 100 Kerbals on Laythe. "The 100", as we have so named them, will all be specially trained colonists. They are not to become a part of any ship crew and to ensure this, we have designated them all tourists. There is a colony structure already in place. Just dock with it and load them in. You'll have 8 years.
This is the first episode in what will probably become several (not sure how many though). There is a main mission, and several side jobs that will be thrown at you for extra points, but not to interfere with the main mission. This mission features a few artistic structures, some of which you won’t see until their respective events are triggered.
Due to a bug where by you cannot set icons in mission vessels to anything but Rockets and Aircraft, it is advised once you get started you rename the Colony structures and any other ground bases when they appear to change the icon only, not the name. This will make it easier to review only your own vessels.
I’ve tried to work around all the known bugs with mission builder as best I can, but some required inserting little notes within the mission to remind you.
https://drive.google.com/open?id=1iwg7XpY638dL1C1b_Bi3blRu13yXSSsY
This is also my first Mission Pack assembly so to install it as a mission pack, just drop the zip file in your Missions folder. Don't unzip it. KSP will do that for you when you load it up and view the available missions.

Here is a basic scenario: Mars is a habitable tundra-cold desert planet with a habitable atmosphere with a similar composition and pressure to Earth's.
Different biomes cover the different latitudes:
Poles+ Subarctic: Ice caps
Temperate: Tundra
Tropical: Boreal Forest, Dry Grassland- sometimes wetter temperate forests where climatic conditions make it possible.
There are human- like Aliens of similar technological level to nomadic American first nations in 1000AD. They are of common biological ancestry.
The year is 2100. We have the capability to colonize Mars, however, the fact it is already inhabited (in a sense) is a... problem.
How would humanity act? I'm not talking about specific nations, or superpowers here (b/c no politics rule), I'm talking about a general RANGE of attitudes from inaginary POSSIBLE colonizing organizations.
Would it be spearheaded by private corporations? Small Nations trying to become great powers? Who would be the colonizers? Lower class people in developed nations? Upper class people in developing nations?
What about the 'people' already living there? Do we 'buy' out their land into reservations gradually? Do we fight them? Do we try to keep our colonies compact? How long can both sides aboid conflict.
NO POLITICS OR FLAME WARS. PLEASE.

This is the W.I.P thread for the Guardian micro-colonies. We design affordable options for living in space with comfort and satisfaction. Who needs a big bulky colony ship that wipes out your entire budget, when you can make yourself an affordable and efficient home!
WE ARE NOT RESPONSIBLE FOR ANY INJURIES OR DEATH CAUSED BY LACK OF ANY SORT OF MANUAL CONTROL.

Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?

I thought I'd make a thread highlighting some of the the problems that future mars colonists might face. The first problem that would need to be overcome would be how the colony would be re-supplied until it became self sufficient. Re-supply missions might take as long as 16 months to reach mars, deliver its cargo, and return to earth. Unless a new engine technology were perfected, such as EM drive, a large fleet of re-usable spacecraft would need to be built to re-supply the colony. Another problem is more on the moral side. Assuming the colony was built, what kind of laws would be made to protect the colonists, and how would these laws be enforced? Should the colonists be medically altered to adapt them more for a life in space? Children born on mars might never be able to return to earth because their weaker skeletal and muscular systems might be fatally damaged by earth's higher gravity. Mars colonists would have a much higher risk of cancer due to higher radiation levels. In a closed environment such as a habitation module or, eventually a closed cell city, with so many colonists close together, would epidemics would be much more prone to occur? I don't mean to be pessimistic, I am totally in favor of a mars colony, but these are all unanswered questions that will need to be addressed before such an undertaking. We are at a crossroads, both technologically and morally and our decision will impact future generations for decades to come. My question is, which way, humanity?

Note: This challenge requires skill be warned!
Gilly, among other things, is small, really small. Making a city there will be really hard, because of the very poor gravity and high inclined orbit. But it's possible!
What you have to do to win the challenge:
A functioning solar power station (No more than 50 solar panels)
A hotel/dormitory holding at least 35 Kerbals.
Fuel Tanks
SSTO Fueling Station landed on gilly (Needs to be having an Advanced Grabbing Unit and has connection to the fuel tanks)
Mining Station
Have it connected to each module (Optional, Needs Kerbal Attachment System)
A flag (Optional)
A SSTO landed and successfully "grabbed" onto the SSTO Fueling Station (Optional)
What mods are recommended?
Distant Object Enhancement (If you made a gilly orbital station then seeing it from the ground would be cool!)
USI Life Support (Or any other life support you prefer)
ModActions Mod
B9 Aerospace
USI Kolonization System
MechJeb (Embedded Universal)
So... Is there any banned mods?
Any other mod that is not under "Recommended" or "Required" are banned!
Leaderboard!

The great Red Empire shall rise!
Welcome to the Duna Empire challenge!
The queen of the city-nation of Redna is planning a great project: Sending her entire city to the planet of Duna. Growing tired of being a small country with a small territory, she now funds this project to have an entire planet to herself!
1: You must use USI Kolonisation, and TAC life support. You may use other mods as long as they don't make it easier or let you cheat. Planetary bases is a nice one to have.
2: You must use [1.2]
3: Make a 20+ Kerbal city on Duna, near the equator. Buildings need to be in sight range of all other buildings.
4: It must have at least two labs
5: It must have at least two rovers. At least one for science and at least one for moving cargo.
6: It must be able to survive forever
7: You must have a queen. Any female kerbal will do. She must be among the first to touchdown on Duna, and if she dies you lost!
Additional challenges:
- Complete the challenge: 10 points
- Have a SSTO flagship that can bring back ore from the Empire to Kerbin, and bring new jewelry to the queen with the money. : 8 points
- Have small relay bases on the surface so that the main city has permanent communication with Kerbin (You'll need one on the planet's pole). : 4 points
- Make a nice palace independent from the other buildings that hosts the queen.: 6 points
- Send science to Kerbin, all science must come from Duna and it's orbit exclusively. You're allowed to send it back using a ship. 1 point per 100 science.
- Create a refueling station for fuel, oxydizer, monopropellant and life support supplies that can accomodate ships landed near the city. - 6 points
- Do it in career mode : Double all points.
Good luck! I'll be posting a leaderboard if people submit their results! You need to submit a video or pictures for proof.
As for me, I'm currently trying to complete this challenge. I'm using planetary bases.

Here's a challenging challenge I kinda just made up outta the blue: Perform a trip to Eeloo in a single vessel of your choice carrying equipment to deploy a permanent, self-supplied colony (Kerbal housing, rover(s), drill(s), sensors, all that stuff). Note that I have not succeeded in this myself, but it should be possible.
-Easy-ish version: Deploy the colony on Eeloo.
-Hard-ish version: Deploy a self-sustaining colony on Eeloo, and deploy a satellite into stable Duna orbit on the way.
-Hard hard version: Drop a self-sustaining colony on Eeloo, deploy a satellite into orbit around Duna on the way, and return the vessel to Kerbin or a space station orbiting it.
-Turboninja-extraordinary-superwow version: Drop a self-sustaining colony on Eeloo, deploy a satellite into orbit around Duna and one around Jool (Or one of its moons, you choose), drive your vessel on the surface to your desired dropoff destination for the colony, deploy the colony, and last but not least retrieve the satellites placed on the way out and return to Kerbin. All in one vessel.
Good luck.

You know, I've been thinking around, its so cool the main fact that you can visit any planet, land on it and take of all the way to home... yea thats the issue, what if I want to stay on a planet? there's nothing to do with it, I could make a base and that would be pointless, and I was thinking this while I was playing an other game when the light hit me, I don't have the time to create such a big mod, but it would fit into KSP thematic and it would be just thrilling and exciting to design a vessel the best you can and create a base, it would have sense, so here's the idea....
First of, the actual "resources mining" mechanic would have to be diversified, lets add iron, rare metals, water, etc... the point of this its to force the player to have multiple facilities distribuyed around the planet or even multiple moons, on this point you could sell resources for money if you somehow land the containers on kerbin, making the contract useful just at the begining with increasing prices on development and high tech things.
Next step, factories, biodomes and living modules, this one its easy, in order to build anything you need some sort of factory, to make the factory work you need workers and to have workers you have to feed them, so this would has to have some sort of balance, but this would be your main colony where, here, kerbals has to come from somewhere, in other words you have to bring them each one of them until you have come to the next mechanic because so far its just standar KSP.
Factories need also resources, specially metals, propellant and energy, so here its where the real mechanic comes in place, in order to run a factory first of you have to dock a vehicle into the factory module, then press a "record mission" button where it will automatically undock then you have to fly to a resource mining station, dock, get the resources and back to the factory, once docked the game will record the resources used to make the travel and you can then assign the vessel to "patrol" mission making a virtual version of the vessel (not in game but simulated as a route, similar to rts traders to save memory) and each time it makes some travel it will add and reduce the resources from the stock on the factory module, this would automate the resources gattering avoiding getting the player bored with repetitive missions, then if you want more vessels on the same route you just have to create and assign more of the same vessel to that particular route, this way you could stablish a global market network, where you can also automate the travel to sell this things.
And finally, the space port module, once you have factories, you can send the parts to the space port where you can build your rockets anywhere you like, even in orbit if you somehow managed to get the parts in there.
With this you could exponentially do anything you would like, like simulate space tourism, create a growing colony, simulate cities on kerbin (since it would make sence that this routing system would have been already stablished on kerbin from the first day), and many other things....
Just thinking this would fill all the void and make some really interesting game mechanics,... hope you like some of this

Good day Kerbin! HrabCOrp Industries presents a new creation! HrabCOrp HQ city! It is a huge base equipped with Jump drive and Jump beacon. All instructions read in Readme file. All required mods included. You are free to use my craft in your videos, share it everywhere BUT you MUST notice me about that!
Screenshots http://imgur.com/a/3K5RL
Download http://kerbal.curseforge.com/projects/hrabcorp-city
NOTE: If something is not working message me or reply to this topic.(READ TO THE END BEFORE IT!) All next releases will also include required mods and will be released in form of packs such as this one. NO! It is too much bureaucracy with licenses!
Mods: Civilian population, Jump Drive
Civilian Population 1.5 is released under Creative Commons 4.0 BY-NC http://creativecommons.org/licenses/by-nc/4.0/
ATTENTION I FORGOT ABOUT ONE MOD. YOU WILL NEED NEAR FUTURE SOLAR MOD TO USE THIS CITY!!!!!!!!!
What to build next (liner, city, something else)? Accepting your building orders...

Day 1: I launched the first 2 Landers, one was a comms station with a lab, the other was a living capsule, they launched 4 men. Us.
Day 3: We landed and set up the panels.
Day 10: We have sufficient food to survive for a few more weeks.
Day 11: We've sent a rover, it landed and we have more food, enough for 108 more orbits, according to base.
Day 31: We found an old Mining module and sent it to attach to the rover.
Day 67: We got an orbital satellite and more food.
Day 100: Mining is working, we have more water and fuel now.
Day 365.9: We can see the fireworks, they're beautiful from here. To celebrate, we've put green, pink and red ribbons on and around the base.
Day 381: It's time. 109 more landers have been sent.
We're Kolonizing Mun.

Reading about Scott Kelly's year in space I realized I would not be a happy space camper. My main weakness (aside from totally not being an astronaut)? I love cooking and eating fresh food too much. I couldn't make it on space grub.
Why wouldn't you be able to live in space?

Greetings,
So there are a small number of great awesome modellers out there but the parts they make have processes in them that I dont use.
I am thinking about a contest for "Kolonization" parts similar to the old MKS in design, made such that they are in correct scale to the size of a Kerbalnaut. If you are a candidate and have 'Kolony' buildings out there that I have not researched for yet, here is your chance to shine ! The winner gets a MAJOR exclusive in my KSP Universe: to have all their habitat modules used for: Manufacturing, Living, Greenhouse...NOT STORAGE; subsistance only.
I hate to have to use the MKS for everything (except small storage) but the buildings look kool, and have proper design. I just cant use buildings with processes in them; I really do not want to advertize a building part when any process within it is not used according to my specifications.
The buildings cannot be or look like any that have processes in them...IE BIOMASS, EL, MKS etc...I will sort it out later; time for me to look for buildings as well out there in kerbal space !
The designs must be ORIGINAL but may have ideas ported off of other designs; they may NOT be copies of other models.
I like the idea of expandable/inflatable modules as temporary quick setups. The buildings can have a process in them that has a lifetime constraint ! I have my own ideas for lifetime constraints on parts where the part ceases to function and must be salvaged. Radiation causes damage over time (hint). I can devise my own simple lifetime timer for any part depending on where it is located.
The building design is such that these are intended for space and surface; I may choose one or more designs.
Also a hint: I like the older MKS designs but they seems a bit cramped for the Kerbalnauts; resizing them is easy. (actually looking at them again it is hard to tell if they are cramped for those l'il kerbals !)
There will be a space-only set, much looking like the NASA types, both made of aluminum alloy, and a lighter weight versions of the same (golder coloring, shiner?), at least 1/3 to 1/2 as dense; these are probly made of Karborundum (my possible endgame choice, and I can choose any material, you just have to make it look pretty !). I use Karborundum as carborundum !
So...1) Living 2) Greenhouse 3) Resource Processing (A) Food B) Fuels) 4) Manufacturing
Priorities: Surface (any planet/moon), Space (and low grav moons). Designs can be similar for both surface and space. I want solid structures to be endgame primary; inflatables are difficult to make.
I myself will be using Blender and Unity to work on some modelling; I may do up some streams next week on that to give this building project a week to take off.
Mods such as BioMass and TacLife I 'DO' use; parts, processes, etc, but with modifications. I do like to promote great awesome models when I can but I am trying to avoid conflicts of interest and confusion of resource process design.
I play KSP realism, but not RSS.
I have USI and MKS part models as primary 'ideas' for my habitat modules; why; because they are just great models; more than likely, they will be used, but with most of my own processes and maybe some of those included if they work for me.
I have found another process-free model set...it will be included and looks really great; it is not part of the contest because I found it; it needs testing etc; I have high hopes for it. I have not seen any other kolony models out there; next week I am gonna try my hand at making my own just for fun (!) and might even stream it!
Good Luck !
Commander Zeta

Asteroid mining is pretty cool, planetary resources is doing it (http://www.planetaryresources.com/#home-intro) (Or trying to anyway) Around the 2020s, and last year, congress passed a law saying Asteroid miners can profit from their resources (http://www.scientificamerican.com/article/new-law-paves-the-way-for-asteroid-mining-but-will-it-work/). But I want to imagine a bit farther, imagine Planetary resources goes on schedule, and succeeds in putting mining equipment on a NEO, now go 30 years out and imagine a small manned outpost is set up on Ceres (https://en.wikipedia.org/wiki/Mining_of_Ceres|http://www.space.com/28595-living-on-asteroids-dwarf-planet-ceres-infographic.html) Which would be the center of mining operations for Earth, Mars, And (Possibly) Venus, how would such a colony be setup? What resources could we be seeing come in for the 3 planets? Would this be a future you'd like sooner? Will SpaceX want to take at least a small part in it? What about a gov't space agency participating? And what about Lunar mining? What resources could we get from there?
Here are a few videos:
Testtube+: https://www.youtube.com/watch?v=7JU5Y_2Tr_E
ExplainingTheFuture: https://www.youtube.com/watch?v=rjzO9-hF9Oc&index=97&list=WL
Fw thinking: https://www.youtube.com/watch?v=O9cLLNpo2f8

We've talked about putting near-term colony's on the Moon, Venus, and Mars (Especially Mars), but where is the Outer moon colony love?
Personally, Titan would be by far the best outer solar system colony.